Dodopod wrote:Tell me, MoppyPuppy, if you can. You have destroyed so much. What is it exactly that you have created? Can you name even one thing? I thought not.
http://pfhorums.com/MoppyPuppy/
Dodopod wrote:Tell me, MoppyPuppy, if you can. You have destroyed so much. What is it exactly that you have created? Can you name even one thing? I thought not.
ErisOnline wrote:[attachment=3071:Pfhor_VacBob.jpg]
I'm on it!
Fobo: I find it hard to keep a sentence down under two paragraphs.
ErisOnline wrote:[attachment=3071:Pfhor_VacBob.jpg]
I'm on it!
irons wrote:Anyway, what's the other Engine Noodle you're looking for?
Fobo: I find it hard to keep a sentence down under two paragraphs.
ErisOnline wrote:[spoiler]Nuclear projectile.[/spoiler]
Triggers = {}
function Triggers.projectile_detonated(type)
if type == "grenade" then
for p in Players() do
p:fade_screen("long bright")
end
end
end
Crater Creator wrote:Hmm. I see a way to do hitscans with lua that wouldn't be horribly inefficient. I've got the pseduocode worked out for wall collision. If I can figure out floor collision, ceiling collision, and monster collision, we could have hitscan weapons in Aleph One.
t = Players[0]:find_target()
if is_polygon_floor(t) then
Players.print("FOUND THE FLOOR")
elsif is_polygon_ceiling(t) then
Players.print("FOUND THE CEILING")
elsif is_monster(t) then
Players.print("FOUND THE MONSTER")
end
This shouldn't be any more challenging than phase one.If we can get that working, phase two would be effectively an auto-aim to insure you hit a monster if it's less than half a frogblast away from where you're aiming.
I'll post the code for hitscan wall collision if I get it working.
-- makes pistol bullets effectively travel at infinite speed.
Triggers = {}
function Triggers.idle()
for p in Projectiles() do
if (p.type == "pistol bullet" and p.owner ~= nil and p.owner.player ~= nil) then
shooter = p.owner.player;
tSide,tX,tY,tZ,tPoly = shooter:find_target()
p:position(tX, tY, tZ, tPoly);
end
end
end
Users browsing this forum: No registered users